コード例 #1
0
ファイル: View.cs プロジェクト: kgfathur/nzy3d-api
        internal void correctCameraPositionForIncludingTextLabels(ViewPort viewport)
        {
            _cam.SetViewPort(viewport);
            _cam.shoot(_cameraMode);
            _axe.Draw(_cam);
            Clear();
            AxeBox        abox      = (AxeBox)_axe;
            BoundingBox3d newBounds = abox.WholeBounds.scale(_scaling);

            if (_viewmode == Modes.ViewPositionMode.TOP)
            {
                float radius = (float)Math.Max(newBounds.xmax - newBounds.xmin, newBounds.ymax - newBounds.ymin);
                radius += radius * STRETCH_RATIO;
                _cam.RenderingSphereRadius = radius;
            }
            else
            {
                _cam.RenderingSphereRadius = (float)newBounds.getRadius();
                Coord3d target = newBounds.getCenter();
                Coord3d eye    = _viewpoint.cartesian().@add(target);
                _cam.Target = target;
                _cam.Eye    = eye;
            }
        }
コード例 #2
0
 internal void ApplyViewPort()
 {
     //Stretch projection on the whole viewport
     if (_stretchToFill)
     {
         _screenXOffset = _screenLeft;
         _screenYOffset = 0;
         GL.Viewport(_screenXOffset, _screenYOffset, _screenWidth, _screenHeight);
         _lastViewPort = new ViewPort(_screenWidth, _screenHeight, _screenXOffset, _screenYOffset);
         //Set the projection into the largest square area centered in the window slice
     }
     else
     {
         _screenSquaredDim = Math.Min(_screenWidth, _screenHeight);
         _screenXOffset    = _screenLeft + _screenWidth / 2 - _screenSquaredDim / 2;
         _screenYOffset    = _screenHeight / 2 - _screenSquaredDim / 2;
         GL.Viewport(_screenXOffset, _screenYOffset, _screenSquaredDim, _screenSquaredDim);
         _lastViewPort = new ViewPort(_screenSquaredDim, _screenSquaredDim, _screenXOffset, _screenYOffset);
     }
     if (_screenGridDisplayed)
     {
         renderSubScreenGrid();
     }
 }
コード例 #3
0
ファイル: View.cs プロジェクト: kgfathur/nzy3d-api
 /// <summary>
 /// Renders all provided Tooltips and Renderer2ds on top of
 /// the scene.
 ///
 /// Due to the behaviour of the Overlay implementation, Java2d
 /// geometries must be drawn relative to the Chart's
 /// IScreenCanvas, BUT will then be stretched to fit in the
 /// Camera's viewport. This bug is very important to consider, since
 /// the Camera's viewport may not occupy the full IScreenCanvas.
 /// Indeed, when View is not maximized (like the default behaviour), the
 /// viewport remains square and centered in the canvas, meaning the Overlay
 /// won't cover the full canvas area.
 ///
 /// In other words, the following piece of code draws a border around the
 /// View, and not around the complete chart canvas, although queried
 /// to occupy chart canvas dimensions:
 ///
 /// g2d.drawRect(1, 1, chart.getCanvas().getRendererWidth()-2,
 /// chart.getCanvas().getRendererHeight()-2);
 ///
 /// renderOverlay() must be called while the OpenGL2 context for the
 /// drawable is current, and after the OpenGL2 scene has been rendered.
 /// </summary>
 /// <param name="viewport"></param>
 /// <remarks></remarks>
 public void RenderOverlay(ViewPort viewport)
 {
     // NOT Implemented so far
 }
コード例 #4
0
ファイル: View.cs プロジェクト: kgfathur/nzy3d-api
        public void UpdateCamera(ViewPort viewport, BoundingBox3d boundsScaled, float sceneRadiusScaled)
        {
            Coord3d target = _center.multiply(_scaling);
            Coord3d eye    = default(Coord3d);

            _viewpoint.z = sceneRadiusScaled * 2;
            // maintain a reasonnable distance to the scene for viewing it
            switch (_viewmode)
            {
            case Modes.ViewPositionMode.FREE:
                eye = _viewpoint.cartesian().@add(target);
                break;

            case Modes.ViewPositionMode.TOP:
                eye   = _viewpoint;
                eye.x = -PI_div2;
                // on x
                eye.y = PI_div2;
                // on top
                eye = eye.cartesian().@add(target);
                break;

            case Modes.ViewPositionMode.PROFILE:
                eye   = _viewpoint;
                eye.y = 0;
                eye   = eye.cartesian().@add(target);
                break;

            default:
                throw new Exception("Unsupported viewmode : " + _viewmode);
            }
            Coord3d up = default(Coord3d);

            if (Math.Abs(_viewpoint.y) == PI_div2)
            {
                // handle up vector
                Coord2d direction = new Coord2d(_viewpoint.x, _viewpoint.y).cartesian();
                if (_viewpoint.y > 0)
                {
                    // on top
                    up = new Coord3d(-direction.x, -direction.y, 0);
                }
                else
                {
                    up = new Coord3d(direction.x, direction.y, 0);
                }
                // handle "on-top" events
                if (!_wasOnTopAtLastRendering)
                {
                    _wasOnTopAtLastRendering = true;
                    fireViewOnTopEvent(true);
                }
            }
            else
            {
                // handle up vector
                up = new Coord3d(0, 0, 1);
                // handle "on-top" events
                if (_wasOnTopAtLastRendering)
                {
                    _wasOnTopAtLastRendering = false;
                    fireViewOnTopEvent(false);
                }
            }
            // Apply camera settings
            _cam.Target = target;
            _cam.Up     = up;
            _cam.Eye    = eye;
            // Set rendering volume
            if (_viewmode == Modes.ViewPositionMode.TOP)
            {
                _cam.RenderingSphereRadius = (float)(Math.Max(boundsScaled.xmax - boundsScaled.xmin, boundsScaled.ymax - boundsScaled.ymin) / 2);
                // correctCameraPositionForIncludingTextLabels(viewport) ' quite experimental !
            }
            else
            {
                _cam.RenderingSphereRadius = sceneRadiusScaled;
            }
            // Setup camera (i.e. projection matrix)
            //cam.setViewPort(canvas.getRendererWidth(),
            // canvas.getRendererHeight(), left, right);
            _cam.SetViewPort(viewport);
            _cam.shoot(_cameraMode);
        }
コード例 #5
0
ファイル: View.cs プロジェクト: kgfathur/nzy3d-api
 public void UpdateCamera(ViewPort viewport, BoundingBox3d boundsScaled)
 {
     UpdateCamera(viewport, boundsScaled, (float)boundsScaled.getRadius());
 }